mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-14 02:33:51 +02:00
Upgraded to FuzzyLite version 5.0
This commit is contained in:
parent
101ac04c13
commit
a4f98a9ebd
@ -14,7 +14,7 @@ add_definitions(-DFL_BUILD_PATH="${CMAKE_SOURCE_DIR}") #used to determine FL__FI
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option(FL_USE_FLOAT "Use fl::scalar as float" OFF)
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option(FL_BACKTRACE "Provide backtrace information in case of errors" OFF)
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option(FL_CPP11 "Builds utilizing C++11, i.e., passing -std=c++11" OFF)
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option(FL_CPP11 "Builds utilizing C++11, i.e., passing -std=c++11" ON)
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if(FL_USE_FLOAT)
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add_definitions(-DFL_USE_FLOAT)
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@ -104,11 +104,17 @@ add_library(fl-shared SHARED ${fl-headers} ${fl-sources})
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set_target_properties(fl-shared PROPERTIES OUTPUT_NAME fuzzylite)
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set_target_properties(fl-shared PROPERTIES DEBUG_POSTFIX d)
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set_target_properties(fl-shared PROPERTIES COMPILE_DEFINITIONS "FL_EXPORT_LIBRARY")
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if (UNIX)
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set_target_properties(fl-shared PROPERTIES COMPILE_FLAGS "-fPIC")
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endif()
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target_link_libraries(fl-shared ${FL_LIBS})
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add_library(fl-static STATIC ${fl-headers} ${fl-sources})
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set_target_properties(fl-static PROPERTIES OUTPUT_NAME fuzzylite-static)
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set_target_properties(fl-static PROPERTIES DEBUG_POSTFIX d)
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if (UNIX)
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set_target_properties(fl-static PROPERTIES COMPILE_FLAGS "-fPIC")
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endif()
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target_link_libraries(fl-static ${FL_LIBS})
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add_executable(fl-bin src/main.cpp)
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@ -1,6 +1,8 @@
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project(VCAI)
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cmake_minimum_required(VERSION 2.6)
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add_definitions(-DFL_CPP11) #TODO: Find a better way to set this macro for fuzzylite
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if (FUZZYLITE_FOUND)
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include_directories(${Boost_INCLUDE_DIRS} ${CMAKE_HOME_DIRECTORY} ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib ${FUZZYLITE_INCLUDE_DIR})
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else()
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@ -8,7 +10,7 @@ else()
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endif()
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set(VCAI_SRCS
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StdInc.cpp
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StdInc.cpp
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VCAI.cpp
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Goals.cpp
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AIUtility.cpp
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@ -23,8 +23,8 @@
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
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struct BankConfig;
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class FuzzyEngine;
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class InputLVar;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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using namespace vstd;
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@ -77,14 +77,13 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army)
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FuzzyHelper::FuzzyHelper()
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{
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engine.hedgeSet().add(new fl::HedgeSomewhat());
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engine.hedgeSet().add(new fl::HedgeVery());
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engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
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initBank();
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initTacticalAdvantage();
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initVisitTile();
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engine.configure("AlgebraicProduct", "AlgebraicSum",
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"AlgebraicProduct", "AlgebraicSum", "Centroid");
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logAi->infoStream() << engine.toString();
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}
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@ -93,23 +92,23 @@ void FuzzyHelper::initBank()
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try
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{
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//Trivial bank estimation
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bankInput = new fl::InputLVar("BankInput");
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bankDanger = new fl::OutputLVar("BankDanger");
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bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5));
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bankInput = new fl::InputVariable("BankInput");
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bankDanger = new fl::OutputVariable("BankDanger");
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bankInput->addTerm(new fl::Rectangle("SET", 0.5 - 5 * fl::fuzzylite::macheps(),
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0.5 + 5 * fl::fuzzylite::macheps()));
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engine.addInputLVar (bankInput);
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engine.addOutputLVar (bankDanger);
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engine.addRuleBlock (&bankBlock);
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engine.addInputVariable(bankInput);
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engine.addOutputVariable(bankDanger);
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engine.addRuleBlock(&bankBlock);
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for (int i = 0; i < 4; ++i)
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{
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bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
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bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
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bankDanger->addTerm(new fl::Triangle("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
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bankBlock.addRule(fl::Rule::parse("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), &engine));
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}
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}
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catch (fl::FuzzyException & fe)
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catch (fl::Exception & fe)
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{
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logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
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logAi->errorStream() << "initBank : " << fe.getWhat();
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}
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}
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@ -117,84 +116,90 @@ void FuzzyHelper::initTacticalAdvantage()
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{
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try
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{
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ta.ourShooters = new fl::InputLVar("OurShooters");
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ta.ourWalkers = new fl::InputLVar("OurWalkers");
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ta.ourFlyers = new fl::InputLVar("OurFlyers");
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ta.enemyShooters = new fl::InputLVar("EnemyShooters");
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ta.enemyWalkers = new fl::InputLVar("EnemyWalkers");
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ta.enemyFlyers = new fl::InputLVar("EnemyFlyers");
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ta.ourShooters = new fl::InputVariable("OurShooters");
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ta.ourWalkers = new fl::InputVariable("OurWalkers");
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ta.ourFlyers = new fl::InputVariable("OurFlyers");
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ta.enemyShooters = new fl::InputVariable("EnemyShooters");
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ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
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ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputLVar*> helper =
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std::vector<fl::InputVariable*> helper =
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{
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ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
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};
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
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val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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}
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ta.ourSpeed = new fl::InputLVar("OurSpeed");
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ta.enemySpeed = new fl::InputLVar("EnemySpeed");
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ta.ourSpeed = new fl::InputVariable("OurSpeed");
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ta.enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = {ta.ourSpeed, ta.enemySpeed};
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true));
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val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5));
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val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false));
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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}
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ta.castleWalls = new fl::InputLVar("CastleWalls");
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engine.addInputLVar(ta.castleWalls);
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ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
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ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
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ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false));
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ta.bankPresent = new fl::InputLVar("Bank");
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engine.addInputLVar(ta.bankPresent);
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ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
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ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
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ta.castleWalls = new fl::InputVariable("CastleWalls");
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engine.addInputVariable(ta.castleWalls);
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ta.castleWalls->addTerm(new fl::Rectangle("NONE", CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(),
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CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps()));
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{
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fl::scalar a = CGTownInstance::FORT, d = 2.5;
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fl::scalar b = a + (d - a) * 1.0 / 5.0;
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fl::scalar c = a + (d - a) * 4.0 / 5.0;
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ta.castleWalls->addTerm(new fl::Trapezoid("MEDIUM", a, b, c, d));
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}
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ta.threat = new fl::OutputLVar("Threat");
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engine.addOutputLVar(ta.threat);
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ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true));
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ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
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ta.castleWalls->addTerm(new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
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engine.addRuleBlock (&ta.tacticalAdvantage);
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ta.bankPresent = new fl::InputVariable("Bank");
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engine.addInputVariable(ta.bankPresent);
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ta.bankPresent->addTerm(new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(),
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0.0 + 5.0 * fl::fuzzylite::macheps()));
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ta.bankPresent->addTerm(new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(),
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0.0 + 5.0 * fl::fuzzylite::macheps()));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
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ta.threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(ta.threat);
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ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
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engine.addRuleBlock(&ta.tacticalAdvantage);
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine));
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//just to cover all cases
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine));
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}
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catch(fl::ParsingException & pe)
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catch (fl::Exception & pe)
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{
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logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
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logAi->errorStream() << "initTacticalAdvantage " << ": " << pe.getWhat();
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}
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}
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@ -205,23 +210,27 @@ ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
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ui64 val = std::numeric_limits<ui64>::max();
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try
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{
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bankDanger->term("Bank0")->setMinimum(info->minGuards().totalStrength * 0.5f);
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bankDanger->term("Bank0")->setMaximum(info->minGuards().totalStrength * 1.5f);
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bankDanger->term("Bank1")->setMinimum(info->maxGuards().totalStrength * 0.5f);
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bankDanger->term("Bank1")->setMaximum(info->maxGuards().totalStrength * 1.5f);
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fl::Triangle* bank0 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank0"));
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fl::Triangle* bank1 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank1"));
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if (bank0 && bank1)
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{
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bank0->setVertexA(info->minGuards().totalStrength * 0.5f);
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bank0->setVertexC(info->minGuards().totalStrength * 1.5f);
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bank1->setVertexA(info->maxGuards().totalStrength * 0.5f);
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bank1->setVertexC(info->maxGuards().totalStrength * 1.5f);
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}
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//comparison purposes
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//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
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//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
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bankInput->setInput (0.5);
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engine.process (BANK_DANGER);
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//engine.process();
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val = bankDanger->output().defuzzify(); //some expected value of this bank
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bankInput->setInputValue(0.5);
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//engine.process(BANK_DANGER);//TODO: Process Bank_Dange only
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engine.process(); //TODO: Process Bank_Dange only
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val = bankDanger->getOutputValue(); //some expected value of this bank
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}
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catch (fl::FuzzyException & fe)
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catch (fl::Exception & fe)
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{
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logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
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logAi->errorStream() << "estimateBankDanger " << ": " << fe.getWhat();
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}
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return val;
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@ -235,37 +244,37 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI
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armyStructure ourStructure = evaluateArmyStructure(we);
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armyStructure enemyStructure = evaluateArmyStructure(enemy);
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ta.ourWalkers->setInput(ourStructure.walkers);
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ta.ourShooters->setInput(ourStructure.shooters);
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ta.ourFlyers->setInput(ourStructure.flyers);
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ta.ourSpeed->setInput(ourStructure.maxSpeed);
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ta.ourWalkers->setInputValue(ourStructure.walkers);
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ta.ourShooters->setInputValue(ourStructure.shooters);
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ta.ourFlyers->setInputValue(ourStructure.flyers);
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ta.ourSpeed->setInputValue(ourStructure.maxSpeed);
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ta.enemyWalkers->setInput(enemyStructure.walkers);
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ta.enemyShooters->setInput(enemyStructure.shooters);
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ta.enemyFlyers->setInput(enemyStructure.flyers);
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ta.enemySpeed->setInput(enemyStructure.maxSpeed);
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ta.enemyWalkers->setInputValue(enemyStructure.walkers);
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ta.enemyShooters->setInputValue(enemyStructure.shooters);
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ta.enemyFlyers->setInputValue(enemyStructure.flyers);
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ta.enemySpeed->setInputValue(enemyStructure.maxSpeed);
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bool bank = dynamic_cast<const CBank*>(enemy);
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bool bank = dynamic_cast<const CBank*> (enemy);
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if (bank)
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ta.bankPresent->setInput(1);
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ta.bankPresent->setInputValue(1);
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else
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ta.bankPresent->setInput(0);
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ta.bankPresent->setInputValue(0);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance*> (enemy);
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if (fort)
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{
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ta.castleWalls->setInput (fort->fortLevel());
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ta.castleWalls->setInputValue(fort->fortLevel());
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}
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else
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ta.castleWalls->setInput(0);
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ta.castleWalls->setInputValue(0);
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engine.process (TACTICAL_ADVANTAGE);
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//engine.process();
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output = ta.threat->output().defuzzify();
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//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
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engine.process();
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output = ta.threat->getOutputValue();
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}
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catch (fl::FuzzyException & fe)
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catch (fl::Exception & fe)
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{
|
||||
logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
|
||||
logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat();
|
||||
}
|
||||
return output;
|
||||
}
|
||||
@ -287,6 +296,7 @@ FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
|
||||
}
|
||||
|
||||
//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
|
||||
|
||||
Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
|
||||
{
|
||||
if (vec.empty()) //no possibilities found
|
||||
@ -333,68 +343,70 @@ void FuzzyHelper::initVisitTile()
|
||||
{
|
||||
try
|
||||
{
|
||||
vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
|
||||
vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
|
||||
vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
|
||||
vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
||||
vt.value = new fl::OutputLVar("Value");
|
||||
|
||||
std::vector<fl::InputLVar*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
|
||||
vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
||||
vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
||||
vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
||||
vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
||||
vt.value = new fl::OutputVariable("Value");
|
||||
|
||||
std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
|
||||
for (auto val : helper)
|
||||
{
|
||||
engine.addInputLVar(val);
|
||||
engine.addInputVariable(val);
|
||||
}
|
||||
engine.addOutputLVar (vt.value);
|
||||
engine.addOutputVariable(vt.value);
|
||||
|
||||
vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
|
||||
vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
|
||||
vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
|
||||
vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
|
||||
|
||||
//strength compared to our main hero
|
||||
vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
|
||||
vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
|
||||
vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
|
||||
vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
|
||||
vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
||||
vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
||||
|
||||
vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
|
||||
vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
|
||||
vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
|
||||
vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
|
||||
vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
||||
vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
||||
|
||||
vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
|
||||
vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
|
||||
vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
|
||||
vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
||||
vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
||||
vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
||||
|
||||
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
|
||||
//should be same as "mission Importance" to keep consistency
|
||||
vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
|
||||
vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
|
||||
vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
|
||||
vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
||||
vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
|
||||
vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
||||
|
||||
engine.addRuleBlock (&vt.rules);
|
||||
|
||||
//use unarmed scouts if possible
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine));
|
||||
//we may want to use secondary hero(es) rather than main hero
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine));
|
||||
//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine));
|
||||
//attempt to arm secondary heroes is not stupid
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
|
||||
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine));
|
||||
|
||||
//do not cancel important goals
|
||||
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine));
|
||||
//pick nearby objects if it's easy, avoid long walks
|
||||
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
|
||||
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine));
|
||||
}
|
||||
catch (fl::FuzzyException & fe)
|
||||
catch (fl::Exception & fe)
|
||||
{
|
||||
logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message();
|
||||
logAi->errorStream() << "visitTile " << ": " << fe.getWhat();
|
||||
}
|
||||
}
|
||||
|
||||
float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
||||
{
|
||||
//we assume that hero is already set and we want to choose most suitable one for the mission
|
||||
@ -409,11 +421,11 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
||||
else
|
||||
{
|
||||
if (distance < g.hero->movement) //we can move there within one turn
|
||||
turns = (fl::flScalar)distance /g.hero->movement;
|
||||
turns = (fl::scalar)distance / g.hero->movement;
|
||||
else
|
||||
turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
|
||||
turns = 1 + (fl::scalar)(distance - g.hero->movement) / g.hero->maxMovePoints(true); //bool on land?
|
||||
}
|
||||
|
||||
|
||||
float missionImportance = 0;
|
||||
if (vstd::contains(ai->lockedHeroes, g.hero))
|
||||
missionImportance = ai->lockedHeroes[g.hero]->priority;
|
||||
@ -421,22 +433,22 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
||||
float strengthRatio = 10.0f; //we are much stronger than enemy
|
||||
ui64 danger = evaluateDanger (g.tile, g.hero.h);
|
||||
if (danger)
|
||||
strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
|
||||
strengthRatio = (fl::scalar)g.hero.h->getTotalStrength() / danger;
|
||||
|
||||
try
|
||||
{
|
||||
vt.strengthRatio->setInput (strengthRatio);
|
||||
vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
|
||||
vt.turnDistance->setInput (turns);
|
||||
vt.missionImportance->setInput (missionImportance);
|
||||
vt.strengthRatio->setInputValue(strengthRatio);
|
||||
vt.heroStrength->setInputValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
||||
vt.turnDistance->setInputValue(turns);
|
||||
vt.missionImportance->setInputValue(missionImportance);
|
||||
|
||||
//engine.process();
|
||||
engine.process (VISIT_TILE);
|
||||
g.priority = vt.value->output().defuzzify();
|
||||
engine.process();
|
||||
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
||||
g.priority = vt.value->getOutputValue();
|
||||
}
|
||||
catch (fl::FuzzyException & fe)
|
||||
catch (fl::Exception & fe)
|
||||
{
|
||||
logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message();
|
||||
logAi->errorStream() << "evaluate VisitTile " << ": " << fe.getWhat();
|
||||
}
|
||||
return g.priority;
|
||||
|
||||
|
@ -20,20 +20,20 @@ class FuzzyHelper
|
||||
{
|
||||
friend class VCAI;
|
||||
|
||||
fl::FuzzyEngine engine;
|
||||
fl::Engine engine;
|
||||
|
||||
fl::InputLVar* bankInput;
|
||||
fl::OutputLVar* bankDanger;
|
||||
fl::InputVariable* bankInput;
|
||||
fl::OutputVariable* bankDanger;
|
||||
fl::RuleBlock bankBlock;
|
||||
|
||||
class TacticalAdvantage
|
||||
{
|
||||
public:
|
||||
fl::InputLVar * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
|
||||
fl::InputLVar * ourSpeed, * enemySpeed;
|
||||
fl::InputLVar * bankPresent;
|
||||
fl::InputLVar * castleWalls;
|
||||
fl::OutputLVar * threat;
|
||||
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
|
||||
fl::InputVariable * ourSpeed, * enemySpeed;
|
||||
fl::InputVariable * bankPresent;
|
||||
fl::InputVariable * castleWalls;
|
||||
fl::OutputVariable * threat;
|
||||
fl::RuleBlock tacticalAdvantage;
|
||||
~TacticalAdvantage();
|
||||
} ta;
|
||||
@ -41,11 +41,11 @@ class FuzzyHelper
|
||||
class EvalVisitTile
|
||||
{
|
||||
public:
|
||||
fl::InputLVar * strengthRatio;
|
||||
fl::InputLVar * heroStrength;
|
||||
fl::InputLVar * turnDistance;
|
||||
fl::InputLVar * missionImportance;
|
||||
fl::OutputLVar * value;
|
||||
fl::InputVariable * strengthRatio;
|
||||
fl::InputVariable * heroStrength;
|
||||
fl::InputVariable * turnDistance;
|
||||
fl::InputVariable * missionImportance;
|
||||
fl::OutputVariable * value;
|
||||
fl::RuleBlock rules;
|
||||
~EvalVisitTile();
|
||||
} vt;
|
||||
|
Loading…
Reference in New Issue
Block a user